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Unify single MobilityBonus[] tables in a big single one

Avoid one address lookup in a very critical time path.

Unified also outpost bonus tables for knights and bishops.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2010-08-24 12:29:44 +02:00
parent 421867ea2d
commit 6125966da0

View file

@ -61,72 +61,48 @@ namespace {
S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0) S(248, 271), S(233, 201), S(252, 259), S(46, 0), S(247, 0), S(259, 0)
}; };
// Knight mobility bonus in middle game and endgame, indexed by the number // Pieces mobility bonus in middle game and endgame, indexed by piece type
// of attacked squares not occupied by friendly piecess. // and number of attacked squares not occupied by friendly pieces.
const Score KnightMobilityBonus[16] = { const Score MobilityBonus[][32] = {
S(-38,-33), S(-25,-23), S(-12,-13), S( 0,-3), {}, {},
S( 12, 7), S( 25, 17), S( 31, 22), S(38, 27), S(38, 27) { S(-38,-33), S(-25,-23), S(-12,-13), S( 0, -3), S(12, 7), S(25, 17), // Knights
}; S( 31, 22), S( 38, 27), S( 38, 27) },
{ S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S(31, 26), S(45, 40), // Bishops
// Bishop mobility bonus in middle game and endgame, indexed by the number S( 57, 52), S( 65, 60), S( 71, 65), S(74, 69), S(76, 71), S(78, 73),
// of attacked squares not occupied by friendly pieces. X-ray attacks through S( 79, 74), S( 80, 75), S( 81, 76), S(81, 76) },
// queens are also included. { S(-20,-36), S(-14,-19), S( -8, -3), S(-2, 13), S( 4, 29), S(10, 46), // Rooks
const Score BishopMobilityBonus[16] = { S( 14, 62), S( 19, 79), S( 23, 95), S(26,106), S(27,111), S(28,114),
S(-25,-30), S(-11,-16), S( 3, -2), S(17, 12), S( 29,116), S( 30,117), S( 31,118), S(32,118) },
S( 31, 26), S( 45, 40), S(57, 52), S(65, 60), { S(-10,-18), S( -8,-13), S( -6, -7), S(-3, -2), S(-1, 3), S( 1, 8), // Queens
S( 71, 65), S( 74, 69), S(76, 71), S(78, 73),
S( 79, 74), S( 80, 75), S(81, 76), S(81, 76)
};
// Rook mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces. X-ray attacks through
// queens and rooks are also included.
const Score RookMobilityBonus[16] = {
S(-20,-36), S(-14,-19), S(-8, -3), S(-2, 13),
S( 4, 29), S( 10, 46), S(14, 62), S(19, 79),
S( 23, 95), S( 26,106), S(27,111), S(28,114),
S( 29,116), S( 30,117), S(31,118), S(32,118)
};
// Queen mobility bonus in middle game and endgame, indexed by the number
// of attacked squares not occupied by friendly pieces.
const Score QueenMobilityBonus[32] = {
S(-10,-18), S(-8,-13), S(-6, -7), S(-3, -2), S(-1, 3), S( 1, 8),
S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34), S( 3, 13), S( 5, 19), S( 8, 23), S(10, 27), S(12, 32), S(15, 34),
S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35), S( 16, 35), S( 17, 35), S( 18, 35), S(20, 35), S(20, 35), S(20, 35),
S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35), S( 20, 35), S( 20, 35), S( 20, 35), S(20, 35), S(20, 35), S(20, 35),
S( 20, 35), S(20, 35) S( 20, 35), S( 20, 35) }
}; };
// Pointers table to access mobility tables through piece type
const Score* MobilityBonus[8] = { 0, 0, KnightMobilityBonus, BishopMobilityBonus,
RookMobilityBonus, QueenMobilityBonus, 0, 0 };
// Outpost bonuses for knights and bishops, indexed by square (from white's // Outpost bonuses for knights and bishops, indexed by square (from white's
// point of view). // point of view).
const Value KnightOutpostBonus[64] = { const Value OutpostBonus[][64] = {
{
// A B C D E F G H // A B C D E F G H
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Knights
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0), // 3 V(0), V(0), V(4), V(8), V(8), V(4), V(0), V(0),
V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0), // 4 V(0), V(4),V(17),V(26),V(26),V(17), V(4), V(0),
V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0), // 5 V(0), V(8),V(26),V(35),V(35),V(26), V(8), V(0),
V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0), // 6 V(0), V(4),V(17),V(17),V(17),V(17), V(4), V(0),
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) },
}; {
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // Bishops
const Value BishopOutpostBonus[64] = { V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
// A B C D E F G H V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0),
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 1 V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0),
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 2 V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0),
V(0), V(0), V(5), V(5), V(5), V(5), V(0), V(0), // 3 V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0),
V(0), V(5),V(10),V(10),V(10),V(10), V(5), V(0), // 4 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0),
V(0),V(10),V(21),V(21),V(21),V(21),V(10), V(0), // 5 V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) }
V(0), V(5), V(8), V(8), V(8), V(8), V(5), V(0), // 6
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0), // 7
V(0), V(0), V(0), V(0), V(0), V(0), V(0), V(0) // 8
}; };
// ThreatBonus[attacking][attacked] contains bonus according to which // ThreatBonus[attacking][attacked] contains bonus according to which
@ -319,7 +295,7 @@ Value do_evaluate(const Position& pos, EvalInfo& ei) {
// Middle-game specific evaluation terms // Middle-game specific evaluation terms
if (phase > PHASE_ENDGAME) if (phase > PHASE_ENDGAME)
{ {
// Pawn storms in positions with opposite castling // Evaluate pawn storms in positions with opposite castling
if ( square_file(pos.king_square(WHITE)) >= FILE_E if ( square_file(pos.king_square(WHITE)) >= FILE_E
&& square_file(pos.king_square(BLACK)) <= FILE_D) && square_file(pos.king_square(BLACK)) <= FILE_D)
@ -465,9 +441,10 @@ namespace {
const Color Them = (Us == WHITE ? BLACK : WHITE); const Color Them = (Us == WHITE ? BLACK : WHITE);
assert (Piece == BISHOP || Piece == KNIGHT);
// Initial bonus based on square // Initial bonus based on square
Value bonus = (Piece == BISHOP ? BishopOutpostBonus[relative_square(Us, s)] Value bonus = OutpostBonus[Piece == BISHOP][relative_square(Us, s)];
: KnightOutpostBonus[relative_square(Us, s)]);
// Increase bonus if supported by pawn, especially if the opponent has // Increase bonus if supported by pawn, especially if the opponent has
// no minor piece which can exchange the outpost piece // no minor piece which can exchange the outpost piece